If you are in the air, and you hold DOWN, the gravity is nearly doubled so you fall faster. This allows you to make shorter hops in order to sort of juke your opponent and bait out shots. This works when just jumping or when falling from a ledge.

Is it just me or do some of the frames in the kickback and reloading animations make the gun look a little bendy?

Otherwise, this is looking great.

They do look bendy but we are working with lil tiny pixels and everything is exaggerated. Also the reload animation is buggy, so you only see half of it right now. Once its all there the animation will be sped up a bit and these things will be less noticeable.

Since I have added acceleration and friction to the game I have noticed that there is really no need for the "aim walk".

The idea behind this was that you could aim while moving, essentially keeping your opponent pinned down behind the BLPOCK or whatever else he may be crouched behind. However since you can run, hit W to aim, and then slide, you are still covering some distance there. The transition between aiming/standing/crouching is also instant.

I find that this increases tension more so than a guy slowly shuffling towards you with his gun raised.

Switching to Unity so I can do some better particles, physics, and lighting. There are TONS of 2D toolkits available and the hardest part of the transition is going to be brushing up (learning) C# or JavaScript.